mirror of
https://github.com/open-goal/jak-project.git
synced 2024-10-20 11:26:18 -04:00
68a1f2d012
* second try at writing the direct renderer * finish direct2 * more optimization
57 lines
1.4 KiB
C++
57 lines
1.4 KiB
C++
#pragma once
|
|
|
|
#include <vector>
|
|
|
|
#include "common/common_types.h"
|
|
#include "common/dma/dma_chain_read.h"
|
|
#include "common/util/Serializer.h"
|
|
|
|
struct DmaData {
|
|
u32 start_offset = 0;
|
|
std::vector<u8> data;
|
|
DmaStats stats;
|
|
};
|
|
|
|
/*!
|
|
* The fixed chunk copier considers the game's main memory as an array of fixed sized chunks.
|
|
* Only the chunks that have dma data are included in the copy.
|
|
* The result is cached internally.
|
|
*/
|
|
class FixedChunkDmaCopier {
|
|
public:
|
|
static constexpr u32 chunk_size = 0x20000; // 128 kB, gives use 1024 chunks for a 128 MB RAM.
|
|
FixedChunkDmaCopier(u32 main_memory_size);
|
|
|
|
void set_input_data(const void* memory, u32 offset, bool run);
|
|
|
|
const DmaData& run(const void* memory, u32 offset, bool verify = false);
|
|
|
|
void serialize_last_result(Serializer& serializer);
|
|
|
|
const DmaData& get_last_result() const { return m_result; }
|
|
|
|
const void* get_last_input_data() const { return m_input_data; }
|
|
u32 get_last_input_offset() const { return m_input_offset; }
|
|
|
|
private:
|
|
struct Fixup {
|
|
u32 source_chunk;
|
|
u32 offset_in_source_chunk;
|
|
u32 dest_chunk;
|
|
u32 offset_in_dest_chunk;
|
|
};
|
|
std::vector<Fixup> m_fixups;
|
|
|
|
u32 m_main_memory_size = 0;
|
|
u32 m_chunk_count = 0;
|
|
std::vector<u32> m_chunk_mask;
|
|
DmaData m_result;
|
|
|
|
u32 m_input_offset = 0;
|
|
const void* m_input_data = nullptr;
|
|
};
|
|
|
|
/*!
|
|
* Convert a DMA chain to an array of bytes that can be directly fed to VIF.
|
|
*/
|
|
std::vector<u8> flatten_dma(const DmaFollower& in); |